
Bevy Genre Horror
Bevy 0.20 horror router: sanity, stalker suspicion, and light energy as ECS data, with...
Install
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill bevy-genre-horror -g -a claude-code -y- Repository
- thedivergentai/Game-Dev-Agentic-Skills917
- Category
- Media
- Updated
- 19d ago
- License
- LGPL-3.0
- Context cost
- Mediumabout 2,065 tokens
- Runs scripts
- No, instructions only
What it does
Bevy 0.20 horror router: sanity, stalker suspicion, and light energy as ECS data, with lighting, audio, and navigation in the linked skills. Use when routing a horror game. Keywords: Bevy, Horror, sanity, stalker, ECS, router.
Bevy Horror (thin router)
Genre router. Domain work lives in the Bevy skills below.
When to use
Load this for sanity or detection as your components, plus lighting and audio.
ECS shape
- Components hold the genre's per-entity flags as plain data. This file does not name new engine types.
- Resources hold run-wide counters (score, wave index, seed) via bevy-data-resources.
- Systems read those components on
Updateor the fixed timestep from bevy-master. Order them with.chain()when a later system must see the result. - Schedule: gameplay mode changes go through bevy-state-machines. This file registers only the sanity, suspicion, and light systems.
Routing
- bevy-3d-lighting - Darkness.
- bevy-audio-systems - Stingers.
- bevy-ai-navigation - Stalker policy.
- bevy-mechanic-secrets - Lore flags.
Scope
Sanity, suspicion, and light energy live on components. Darkness, stingers, and stalker paths stay in the skills linked above.
| Call | Owner here | Leave to the linked skill |
|---|---|---|
| Fear falls while the player is vulnerable | Sanity on FixedUpdate | A light or audio crate |
| The stalker has line of sight | Stalker.sees_player and suspicion | Pathfinding in bevy-ai-navigation |
| A held light spends energy | LightCell.energy | Spotlights in bevy-3d-lighting |
[dependencies]
bevy = "0.20"
#[derive(Component)]
#[require(Transform)]
struct Sanity {
value: f32,
}
#[derive(Resource)]
struct SanityDrain(f32);


